Really want some kind of better mortars, don't mind longer fire time if need be, or maybe a spotter to increase accuracy, like, need a clear line of sight of target, the closer he is, the more accurate the mortars will be, anything really, right now trying to attack a crashed ship with 4 mortars will take you one and half to two days to get your first hit
I can throw something together for you tonight :)
Quote from: Evul on January 08, 2015, 02:27:35 AM
I can throw something together for you tonight :)
Looking forward to it! Current mortars couldn't hit a Texas-sized target.
There you go they are two times expensive and have a dubble hit chans.
Tell me if it works :)
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Quote from: Evul on January 08, 2015, 11:36:13 AM
There you go they are two times expensive and have a dubble hit chans.
Tell me if it works :)
Hmmm, there's no changes. Even when the mod is loaded alone.
You need to build them they are named Mrk 2.
Quote from: Evul on January 08, 2015, 12:41:55 PM
You need to build them they are named Mrk 2.
I'll look again.
I failed allittle bit here xD
I forgot to make the building xD
Now it should work. sorry for that xD
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Quote from: Evul on January 08, 2015, 12:55:42 PM
I failed allittle bit here xD
I forgot to make the building xD
Now it should work. sorry for that xD
Haha. All good.
Works better now. Only the mrk2 incendiary mortar is shown in the security tab though. The other two do not show, and I get an error for them missing?
First off, thanks for your time and effort.
I only see Inciniary Mortar mkII but when I build it it disapears and I get an error
got damit... let me check.
found what the fuz was about. Ive been kiiid a clumsy coding this...
Here is the final version if you need me to tweek it some more now when they work just tell me :)
Actually tried it before i send it this time xD
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Quote from: Evul on January 08, 2015, 01:45:16 PM
found what the fuz was about. Ive been kiiid a clumsy coding this...
Here is the final version if you need me to tweek it some more now when they work just tell me :)
Actually tried it before i send it this time xD
Here goes nothing! Downloading! ;D
Quote from: Evul on January 08, 2015, 01:45:16 PM
found what the fuz was about. Ive been kiiid a clumsy coding this...
Here is the final version if you need me to tweek it some more now when they work just tell me :)
Actually tried it before i send it this time xD
Works great! The accuracy is better, but doesn't seem overpowered for now.
Try it out and if you want it more accruet you can tell me or do it your self.
in the file Weapons_ArtilleryMrkII.xml find:
<forcedMissRadius>8</forcedMissRadius>
and lower it to get it more accrual.
you can also change this lines it goes from 0.00 to 1.00:
<accuracyTouch>0.79</accuracyTouch>
<accuracyShort>0.42</accuracyShort>
<accuracyMedium>0.18</accuracyMedium>
<accuracyLong>0.06</accuracyLong>
Thanks for this Evul! I made some new textures for the MrkII:
Download: http://www.mediafire.com/download/35d1r0hypozmyl1/ArtilleryMrk2.zip
(http://i.imgur.com/q8sX2tT.png)
looks fanzy!
RimWorld changelog
Jan 9
You can now rescue incapacitated neutral people and heal them. Their faction will be appreciative.
Refactored graphics database to use one unified code path for all graphic types.
GUI now caches constructed labels to avoid memory alloc.
Artillery cannons now require artillery shells to fire and are more powerful.
Art cannons getting a simultaneous boost (more bang for when they do hit) and nerf (now you gotta keep 'em fed with ammo) in vanilla game.
Noticed and that will be fancy ^^